Hm, ships.... For a moment I was thinking about the times when I torpedoed ships in Silent Hunter 3. A good hit would break their back catastrophically and job well done. But sometimes you'd not get it right. Rough seas, bad solution, quick shot and you had a target going deead in water, burning, limp, but not yet broken. Would it sink? In 5 minutes? 1 hour? You'd need to make a call. Were escorts around? Enemy air cover?
So I thought: Damage model.
You know, there was some kind of damage model hinted in ED. Compartments and how hits and piercing were registered. Reminded me a bit of War Thunder how the tank shells are supposed to work and take down crew or systems. Now, I haven't really heard much more about the damage model in ED, so I assume it wasn't really followed on further - and that probably makes sense with the power creep taking precedence over accurate simulation of damage. I guess with the overkill it simply isn't feasible to run a detailed internal damage model anymore. You could say the game has become too arcadey in this matter. What you see is just the remains of that model, but the overall power creep has made it kind of obsolete and it's not been fully ruled out what to do with it.